Wednesday, October 24, 2012

Warlock Wednesday

We interrupt our regularly scheduled Warlord Wednesday for special guest column by Jim Shelley of the Flashback Universe Blog.  Here's Warlock Wednesday:

I've often felt that Jim Starlin's comic book stories had elements in them that made them feel like a role-playing game. I'm sure it's just common inspirations or coincidence  but it's there. The Adam Warlock story "Death Ship" (Strange Tales #179, 1975) is a great example.


The issue starts with Warlock recapping the previous issue (wherein his failure to protect a beautiful damsel in distress leads him to vow vengeance on her killers, the feared Universal Church of Truth.) His quest has brought him to a huge slave ship.


It turns out to be much like star-faring dungeon.

Warlock, like a lot of adventurers, doesn't really have a strategy: he just attacks the ship head on. This of course results in his capture. When he wakes up, he is brought before Captain Autolycus, the commander of the Death Ship.


Autolycus is a name taken from Greek mythology, meaning "The wolf itself." Starlin just probably thought it sounded cool. By the name and rank, it's clear that the Captain is the Ship's boss so expect him and Adam to face off before the end of the issue.

After the meeting, Warlock is thrown into one of the ship's holding cells where he meets a bizarre assortment of alien slaves. As the creatures explain their plight to Warlock, Starlin employs a rather clever layout trick to present this portion of the narrative:


This split screen design isn't something normally used comics, but you will find it employed quite a bit in another medium: rpg monster or character write-ups.

Warlock is next introduced to a character who definitely gives the story an rpg feel: Pip The Troll. Now, aside from Pip's resemble to a mythological creature (which is in itself suggestive of his origins), he's a comic sidekick like Sancho Panza or Planchet.  In other words, an entertaining henchman. Pip quickly becomes a welcomed addition to the Adam's entourage.

Pip tries to persuade Warlock to lead a revolt on the ship, but he refuses (but not before recounting a rather hippy-ish parable on the corrupting nature of power.) However, Warlock finally agrees to help them with their uprising (just not lead it) and with that, he's off to spend the next 3 pages attacking the ships guards. To be honest, I'm not sure how this is any less "Dark Force-y" than taking a temporary leadership role, but let's not quibble as it results in this amazing 17(!) panel sequence by Starlin:


So Warlock makes his way through the various "levels" of the ship. He eventually comes face to face with the Autolycus (we all knew it was coming down to this didn't we?), leading to the issue's final battle. Fortunately for Warlock, Autolycus is gracious enough to tell our hero all his stats and abilities before the fighting begins:


Warlock is outmatched by the Captain and spends the next couple of pages getting his golden ass handed to him. Right as Autolycus is about to deliver his death blow, a strange thing happens. The gem in Adam's forehead suddenly seems to come alive and sucks out Autolycus's soul.

That's right. The artifact that the character had, but didn't really know what it did, somehow was integral to solving the adventure. This bit of deus ex machina might reflect on Starlin as a storyteller.  It also might or might not tell us something about what sort of DM he would be.

From here, Warlock leaves with Pip the Troll to continue his quest to defeat the leader of the Universal Church of Truth, the Magus. As the saga progresses, his "party" will be joined by an evil wizard Thanos and a sexy assassin Gamora, but that's a tale for another "session" of Warlock Wednesday.

Friday, October 19, 2012

Automata for the People


In the City today, automata are mostly in the hands of the rich, but the proponents of the technology hope that one day they will be labor-saving devices for all humanity. Since automata have been a focus of our current G+ Weird Adventures game, I though it might be a good time to talk about them a bit here.

The history of automata goes back to the golems and clockwork curiosities of antiquity. When golems relied on an animating spirit to make them move, clockwork devices were often given life by strictly mechanical properties. Modern automata engineering borrows from both these practices. Automata have mechanic joints and internal machinery to give them a wider range of applications but often rely on a vitalizing element like golems.

Theoretical advances over the past thirty years have allowed vast improvements in powering automata.  While the Steam Men of half a century ago were dependent on boilers full of coal, and the clockwork animals of Ealderdish imperial courts had springs that needed winding, the modern marvels of Mikola Donander and Hew Hazzard often utilize power broadcast through the air. So far this broadcast power is short-ranged and possibly susceptible to thaumaturgic blocking, but in the future, whole cities might run on it.

Even more advanced automata harness the power of the sun itself.  Tiny sparks of pure alchemical fire, generated in heavily shielded atomic athanors, allowed the primal force of creation to be used as a power source--and perhaps a "seed" for the germination of a living soul. The City's protector, the Titan, is the only automata known to be powered in such a way, but the future of this technology is truly limitless.

Thursday, October 18, 2012

Boris and the Spider


Our Weird Adventures campaign continued last night, with Dungeon of Signs Gustie subbing in for Chris Sims. After battling the automata last issue, the gang was more determined than ever to find the "heartstring" of the alien dodecahedron to deny the enemy the ability to bring the Machineries of Night back to life. 

While Hazzard worked on a psychic tracking device attuned to the Machineries' frequency, the gang took a key they found inside Carmody's automaton "Guy Friday," Laurence, and went to check out Carmody's Paladin Hill brownstone. There was a secret lab under the stairs (which the key opened). It was guarded by a spider-like automaton that shot lightning out of it's single eye!

There was no way past the spider. Luckily. Boris made a trick shot and disrupted the wall-mounted switch for the broadcast power.  With the spider down, they searched the room and found parts for a gynoid automaton (supporting their theory about Olimpia), the original manuscript of the Machineries of Night manifesto they first found at Atwill's place--and a golden, dendritic thing they took to be the heartstring.

After striking a deal to sell Carmody's revolutionary automata designs to Hazzard and giving him the heartstring for safe-keeping, the group headed uptown to Solace to see if they could meet with the man who defeated the Machineries of Night before: Mingus Rooke.

At his night-club, the Blue Hound, Rooke told them about the machine invasion of Hardluck: The Machineries of Night fell from the sky and used the people and things there as raw material to build more of itself.  It might have overrun the whole world, if Rooke hadn't blown the horn of the angel Gabriel and stopped it.

When pressed, he told them he knows where another angelic horn is: an apartment building right there in Solace! An apartment building in the grip of something evil...  

Wednesday, October 17, 2012

Warlord Wednesday: Stalkers of Shinnar

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...



"Stalkers of Shinnar"
Warlord #105 (May 1986)
Written by Michael Fleisher; Art by Ron Randall

Synopsis: Morgan’s quest to find the sorcery that can save Jennifer continues. He’s also still pondering the possible link between the alchemist he encountered with a penchant for changing women into were-cats and Shakira. (He’s not going to keep pondering this forever, trust me.) He snaps out of contemplation when Shakira returns and tells him there’s a warrior nearby being pursued by burly lizard men on weird mounts.

Morgan and Shakira charge in on the side of the human. His name is J’Huranda, and he’s not too shabby warrior in his own right. He saves Shakira when one of the lizards has a lasso around her neck. 


Soon, only two lizards are left and they're running away. J’Huranda is insistent they go after them and finish them off. The three give chase.  

Along the way, J’Huranda doesn't waste the opportunity to flirt with Shakira.  Morgan tries to keep the two focused on the task at hand.

At a fork in the road, they find a guy who was almost run down by the lizards.  He points out the way they went. After the three ride off, he heads down to a nearby stream where he happens to find a wounded man that is a double for J’Huranada.  Before dying, the warrior says: “He turned on me…took my—my…”

Meanwhile, a disguised Machiste and Mariah are at sea, still trying to get back to Kiro. In a heavy wind, the ship runs into some rocks and sinks. Our heroes have to climb aboard a piece of wreakage Titanic-style.

Then, when it seems things can’t get worse:


In Kiro, the usurper N’Dosma, believing Machiste dead, has assumed the throne.  He has a fake decree from Machiste blessing the whole thing. The people of Kiro aren’t all buying it, though.  N’Dosma’s go a bad reputation.

Back on the trail of the lizards, J’Huranda and Shakira are getting friendlier. Morgan is worried they don’t know much about this guy; Shakira accuses him of being jealous.

Coming into a canyon, the tracks suggest to Morgan the lizards have probably set up an ambush. The three decide to do a little ambushing of their own. They come up from behind where the lizards lie in wait.
J’Huranda swiftly kills one, but the other surrenders and tries to get Morgan to listen to him.  He keeps calling him “earthman.” Before he can tell Morgan more, J’Huranda throws a dagger in his back.

Morgan begins to confront the warrior, but J’Huranda doubles over with the pain he’s intermittently been having and goes to find Shakira to get some of those herbs she has.  Morgan is distracted by a weak cry from the dying lizard.

Shakira runs to the side of the staggering J’Huranda—who suddenly turns her!

The lizard is dead. Shakira comes up behind Morgan and says that it’s for the best. She says J’Huranda rode off now that the threat was done. Morgan isn’t fooled he puts his blade to her throat:


The creature attacks Morgan and starts to take his form. The two struggle, but Morgan puts two bullets in him. The thing starts to turn into a formless dough.  Shakira runs up and Morgan fills her in on what happened. The melichor was an alien creature that feed off the life energy of other creatures to length it’s life. The lizards were Stalkers from Shinnar—a task force sent to stop it.
The two ride away, glad the ordeal is over.  As they go, the a portion of the dough takes the form of a nearby caterpillar and kills the original…


Things to Notice:
  • We get a couple of Skartarian names infested with that bane of fantasy nomeclature: the apostrophe.
  • Shakira continues to wear a loincloth (like she did last issue) instead of her traditional fur bikini. Her sword seems to mysteriously appear and disappear.
Where it Comes From:
Good guy being less attractive than the bad guy is an old trope in science fiction--as is the shapechanging alien, of course.  Melichor and Shinnar are both surnames.

N'Dosma, the usurper in Kiro, may owe his name to "Sodosma" from the Clark Ashton Smith story "Empire of the Necromancers."

Monday, October 15, 2012

Cold Hands, Cold Heart


Rarely and for reasons unknown, a polar explorer or scientist working in refrigeration is exposed to the perfect cold of para-elemental ice and does not die. Instead, such an individual is infused with elemental essence and transformed into a Cold Man.

Though Cold Men radiate cold from within, they begin to weaken in above freezing temperatures. To survive for long in warmer climes, they require insulated clothing. Their transformation alters their appearance: Their skin becomes blue-tinged like ice and their hair turns white.  Personality changes occur, too; they become sociopaths--and often murderous ones with contempt for “warm-blooded" humanity.

Cold Men can damage living things with the intense cold of their touch.  The most dangerous ones are scientists who use their newly enhanced insights into cold to develop rods or guns through which they can focus and concentrate their cold into a deadly, freezing blast.

Cold Man
HD: 4  AC: 5  Attack: 1d6 (cold touch, or by weapon)  Special: Ice blast weapon (3d6, save for half dmg.), immunity from cold, double damage from fire.

WaRP stats:
Attack: 3 dice  Defense: 3 dice  Traits: Cold-based (immune to cold, radiates cold, susceptible to fire/heat) 4 dice; ice blast weapon (5 dice, 3 shots)  Flaw: requires insulated clothing or begins to weaken (add cumulative penalty die).

Friday, October 12, 2012

Previously...


Our Weird Adventures game got postponed another week.  So memories don't get dim during the hiatus, I thought I'd review where things stand with the major NPCs in this tale:

William Carmody: A brilliant scientist working on automata.  He was in possession of an alien artifact that appears to have been related to the Machineries of Night.  He's now a brain in a jar with a bad memory and a automaton caretaker.

Olimpia Kapec: Carmody's missing fiancee and lab assistant.  Maybe Carmody's would-be murderer's nabbed her?  So why can no trace of her be found except for a few photos?

Hew Hazzard: Aviation industrialist.  He helped our heroes fight off attacking automata. They could use an ally like.  Still, how far can they trust him?

Silas Atwill: Hazzard's chief of Automata Research--and secretly an acolyte of the cloaked and black armor wearing Master of the machine uprising. The Master disintegrated him rather than let him be captured.  He had a copy of a strange manifesto referencing the Machineries of Night in in his home.

Eisenmensch: Men made more (and perhaps less) than human in the service of their fatherland.  Some of these disgruntled cyborg veterans seem to have been recruited into the Master's cause: transforming all of humanity into machines.

Machineries of Night: Is this the black mass of tiny cogs and wheels beneath Greasy Lake?  The presence that seems to make the psychic Loone a bit queasy.  When the Machineries first invaded it took blowing Gabriel's heavenly horn to defeat them.  Is all they need the complete dodecahedron to live again?

The Master: Thin, with a hidden face and distorted voice. dark heart of the mystery...

Thursday, October 11, 2012

Whispers in the Dark

Old houses and buildings sometimes become havens for the strange creatures called babblers.  People seldom get a good look at babblers: they're skilled at staying hidden, owing to their ability to contort and flatten their bodies and their chameleon-like power to blend into their surroundings.  What fragmentary descriptions exist suggest they are approximately three to three and a half feet tall and look like a scrawny cross between man, gecko, and frog. They have large, milky yellow eyes and many have strange ruins cut into their skins.

Babblers crawl up from--somewhere--to invade the crawlspaces or basements of buildings. They lurk in vents or even under beds.  From hidden places, the babblers whisper to their human victims.  Their utterances are jibberish--and that gives them their name.

Babblers tones seem to wheedling at first, then plaintive.  When this fails to achieve...whatever it is their after, They may attack in anger.  The cycle may take several nocturnal visitations over as much as a week.

Those that encounter babblers often develop a peculiar aphasia "the Jabber." How the jabber is transmitted is unclear. It may be through the babbler’s bite--certainly most who develop it are bitten--but it has been suggested that only close proximity to a babbler is necessary.  The mechanism is likewise unclear.

Those exposed get a saving throw. Failure means development of an aphasia within 2d6 hours based on the following table:

1-3: anomia - character is unable to remember names either of people or objects (except in general terms).
4-5: fluent aphasia - character is able to speak in a normal manner except that they use the wrong words, and perhaps even nonexistent words.
6-7: receptive aphasia - as above, except the character is also unable to make sense of the speech of others.
8-9: expressive aphasia - character has difficulty producing fluent speech. Words are pronounced with difficulty, in a halting manner, or with odd intonation.
10: global aphasia - The character is either unable to produce speech, repeats single words (perhaps in echo-like manner) or either occasionally shouts a single expletive.

Cure disease or the like will remove the illness, but otherwise it is permanent. in most cases (75% of the time) ability to read and write is preserved.

Babbler: #App.: 1-4, HD: 1, AC 6, Atk: 1 bite or claw (1d4), Special: stick to walls, chameleon skill, transmits "the jabber."